yeah the tank could misfire and could explode..... therefore phalanx wins....
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How to fix the Phalanx vs. Tank problem
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Will need Firaxis help to fix it.
I am not sure that ancient units should have no chance of destroying more modern ones but the chances are way to high.
I have two suggestions. If a unit is fighting one from an earlier era, the first point of damage should be ignored.
If it is 2 or more era's ahead it takes 2 hits to inflict a damage point.
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B) Only modern units can defeat airplanes.
It's very simple IMO, just implement a bonus against any units that is an age or ages behind.
For example:
Modern unit (any) against ancient unit (any) will have a +16 combat (attack and defense) bonus.
Modern unit against industrial unit will have a +12 combat bonus
Industrial unit against Renassiance unit will have a +4 combat bouns... etc.
I don't think that's hard to program at all, but the number (+4 per age) is very rough, someone could possibly work out a better number for us I believe"Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini
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Originally posted by The_Aussie_Lurker
Range: An arbitrary number from 0-5 (again) based on what weapons a unit is fighting with.
Example ranges would have been:
Melee units: 0
Archers: 1
Musketmen: 2
Riflemen/Cavalry etc: 3
Infantry/Mech Inf: 4
Tanks/Modern Armour: 5
Basically, the difference between the 2 units ranges indicates the number of "free attacks" the unit with the better range gets. For example, in a battle between a Rifleman and an archer, the rifleman would get 2 free attacks before the archers could close enough to retaliate!
When you consider the combination of these 2 stats, then a spearman would have no real hope of taking down mech infantry, whilst still having a remote chance of taking down an archer or a rifleman (remote being the operative word!)I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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Yeah Skanky,
What I like best about my idea is that it would pretty much eliminate any REAL chance of a hoplite or spearman taking on mech inf. (I mean, think about it, The Mech Inf would get FOUR free attacks and, assuming only half of these hit, would reduce a veteran hoplite to only 2hp! Then, considering the damage it had suffered, the hoplite would have almost no chance of penetrating the MI's armour!)
At the same time however, it still gives the same hoplite a reasonable chance of going head to head with a rilfeman/musketman! He'd probably still die, but would have the chance to damage the superior unit (especially if the hoplite is a higher experience level!!)
Which reminds me. How do unit attacks work now? For example if you sic 3 riflemen onto 1 tank, will all your riflemen get to attack the tank simultaneously, or is it still that lame "Wait your turn" stuff?
Yours,
The_Aussie_Lurker
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